Stoneshard Wiki

Attribute dictionary

이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.

Look up what a value means, what changes it and which calculations use it. Current amount, capacity, recovery threshold and restoration rate are distinct.

목차

Reading this dictionary

Expand an entry for its game-style detail card and code-reviewed mechanics. Cards follow the game's title, type, stat order and positive/negative colours. Character-dependent values state their example conditions. Unreviewed mechanics, stats and icons remain explicit gaps.

Attributes follow the official table sections, including character stats and interface values. Effect groups are editorial reading themes, not buff/debuff classifications. Dynamic description values depend on the particular effect.

Find an entry

254 / 254 entries

Health and Energy

체력HealthMechanics explained
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Game detail

사망하기 전까지 입을 수 있는 피해의 양입니다.

Code-reviewed mechanics

How this value works
Current spendable Health points. Healing is scaled by healing efficiency and rounded, then raises Health; excess over its threshold enters body recovery.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
HP
최대 체력Max HealthMechanics explained
#

Game detail

사망하기 전까지 입을 수 있는 피해의 양입니다.

Code-reviewed mechanics

How this value works
Health capacity in points. When capacity changes, current Health is rescaled by its previous fraction; restoring capacity does not fill Health.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
max_hp
체력 회복률Health RestorationMechanics explained
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Game detail

체력이 수동적으로 회복되는 비율입니다.
이 수치가 높을수록 회복이 더 자주 발생합니다.기본적으로는 한 번에 최대 체력의 5%가 회복됩니다.전투 중에 피해를 입으면 체력 회복이 일시적으로 중지됩니다.

Code-reviewed mechanics

How this value works
Health recovery progress gained per eligible update. At 100, spend 100 and request 5% of capacity, rounded up. Normally requires being out of combat, below capacity and unlocked; healing efficiency and the threshold still apply.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
Health_Restoration
치료 효율성Healing EfficiencyMechanics explained
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Game detail

모든 방법으로 발생한 체력 회복의 계수입니다.

Code-reviewed mechanics

How this value works
The percentage scaling a healing input. Round input × healing efficiency ÷ 100, then apply current Health and recovery-cap checks.
What changes it
Equipment and effects modify healing efficiency; conditions such as pain and intoxication also contribute.
Healing_Received
체력 보충Health ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_hp_res
최대 체력 한도Max Health ThresholdMechanics explained
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Game detail

회복할 수 있는 체력의 최대 한도입니다.
신체 부위가 입은 피해와 부상은 악영향을 끼칩니다.

Code-reviewed mechanics

How this value works
The percentage of Health capacity that can be restored. The cap is capacity × this percentage, rounded. Base injury weights are 0.4 for head/torso and 0.1 for other parts; passives and effects can modify them.
What changes it
Damage and healing change current Health. Equipment and effects can change capacity; body conditions contribute to its recovery threshold. Capacity, current amount and recovery percentage are distinct.
Health_Threshold
기력EnergyMechanics explained
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Game detail

능력을 사용하거나 수영 등의 기타 행동을 실행할 때 소모되는 자원입니다.

Code-reviewed mechanics

How this value works
Current Energy points. Readiness first compares Energy with cached cost; cast-time discounts occur later and cannot retroactively pass that gate.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
MP
최대 기력Max EnergyMechanics explained
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Game detail

능력을 사용하거나 수영 등의 기타 행동을 실행할 때 소모되는 자원입니다.

Code-reviewed mechanics

How this value works
Energy capacity in points. It also scales action fatigue: the same action input produces more fatigue at lower capacity.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
max_mp
기력 회복률Energy RestorationMechanics explained
#

Game detail

기력의 회복률입니다.
이 수치가 높을수록 회복이 더 자주 발생합니다.기본적으로는 한 번에 최대 기력의 5%가 회복됩니다.

Code-reviewed mechanics

How this value works
Energy recovery progress per eligible update. At 100, request 5% of Energy capacity without first rounding up; the restore function rounds later. Energy checks its own lock, without Health's combat restriction.
What changes it
Base stats, equipment, effects and rest attitude contribute to restoration rates. Recovery locks and the combat condition for Health remain separate checks.
MP_Restoration
기력 보충Energy ReplenishmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

max_mp_res
최대 기력 한도Max Energy ThresholdMechanics explained
#

Game detail

회복할 수 있는 기력의 최대 한도입니다.캐릭터의 피로는 악영향을 끼칩니다.

Code-reviewed mechanics

How this value works
The restorable percentage of Energy capacity. Round capacity × this percentage for the recovery cap; high capacity need not be fully restorable.
What changes it
Abilities and restoration change current Energy; capacity and its recovery threshold are affected by equipment, effects and conditions including fatigue.
Max_Energy_Threshold
받는 피해Damage TakenMechanics explained
#

Game detail

모든 방법으로 발생한 피해의 양입니다.
방호력과 저항력의 영향을 받습니다.

Code-reviewed mechanics

How this value works
Damage-taken percentage coefficient. Applicable component resolution scales and rounds the result after protection and resistance. It is neither protection points nor a damage-class resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Damage_Received
피해 반사율Damage ReflectionOfficial description
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Game detail

원래 받았던 피해를 근접 피해로 되돌려주는 비율입니다.

Change sources and calculation notes remain to be documented.

Damage_Returned
체력 흡수율Life DrainOfficial description
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Game detail

공격해서 입힌 피해가 체력으로 회복되는 비율입니다.

Change sources and calculation notes remain to be documented.

Lifesteal
기력 흡수율Energy DrainOfficial description
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Game detail

공격해서 입힌 피해가 기력으로 회복되는 비율입니다.

Change sources and calculation notes remain to be documented.

Manasteal
기력 흡수율Energy DrainOfficial description
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Game detail

공격해서 입힌 피해가 기력으로 회복되는 비율입니다.

Change sources and calculation notes remain to be documented.

Spell_Energy_Drain
방호력ProtectionMechanics explained
#

Game detail

특정 신체 부위가 공격을 받고 흡수한 피해의 양입니다.
저항력보다 효과가 먼저 적용됩니다.주술 및 자연 피해에 대한 방호력은 효과가 33% 감소합니다.

Code-reviewed mechanics

How this value works
Protection points. Damage components allocate protection reduction by their share, before resistance and damage-taken scaling. Penetration affects this protection contribution; points are not resistance percentages.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
DEF
머리 방호력Head ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head_DEF
몸통 방호력Body ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Body_DEF
팔 방호력Arms ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arms_DEF
다리 방호력Legs ProtectionDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs_DEF
인내력FortitudeOfficial description
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Game detail

받은 부정적 물리, 정신 및 잔류 효과의 지속 시간과 출혈, 중독, 화상 및 염산 목욕에 의해 점진적으로 받는 피해에 영향을 끼칩니다.또한 사기와 이성의 감소량을 경감시킵니다.가능한 최대값: 50%

Change sources and calculation notes remain to be documented.

Fortitude
체력 보충Health ReplenishmentDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

HP_Turn
기력 보충Energy ReplenishmentDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

MP_turn
수영 시 소모 기력Swimming CostDescription needed
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Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Swimming_Cost

Character progression

SPOfficial description
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Game detail

SP(속성 점수)는 주요 속성을 향상시킬 때 소모됩니다.레벨이 상승할 때마다 1 SP를 획득합니다.

Change sources and calculation notes remain to be documented.

AP
APOfficial description
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Game detail

AP(능력 점수)는 새로운 능력을 습득할 때 소모됩니다.레벨이 상승할 때마다 1 AP를 획득합니다.

Change sources and calculation notes remain to be documented.

SP
레벨LevelOfficial description
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Game detail

레벨이 상승할 때마다 1 SP와 1 AP를 획득합니다.
캐릭터 최대 레벨: 30

Change sources and calculation notes remain to be documented.

LVL
경험치ExperienceOfficial description
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Game detail

캐릭터가 획득하는 경험치의 양입니다.

Change sources and calculation notes remain to be documented.

XP
획득 경험치Experience GainOfficial description
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Game detail

모든 방법으로 획득하는 경험치의 계수입니다.

Change sources and calculation notes remain to be documented.

Received_XP

Primary attributes

근력StrengthOfficial description
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Game detail

근력은 주요 전투 효율성을 좌우합니다.또한 비무장 피해를 증가시키며, 투척형 아이템의 범위 및 치명타율에 영향을 끼칩니다.근력 1포인트마다 무기 피해가 +1.5%, 방어 확률이 +1.5%, 방어 수치가 +1 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.신체 부위 피해 +7.5% 증가
치명타 효율성 +10%
방어구 피해 +15%근력의 최대값은 30포인트입니다.

Change sources and calculation notes remain to be documented.

STR
민첩성AgilityOfficial description
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Game detail

민첩성은 전투에서의 영향력을 좌우합니다.또한 함정을 해체할 확률을 증가시키며, 투척형 아이템의 피해와 정확도 및 실책률에 영향을 끼칩니다.민첩성 1포인트마다 반격률이 +1.5% 증가하고 실책률과 역효과 발생률이 -1.5% 감소합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.회피율 +5% 증가
양손 효율성 +2.5% 증가
이동 저항력 +7.5% 증가민첩성의 최대값은 30입니다.

Change sources and calculation notes remain to be documented.

AGL
인지력PerceptionOfficial description
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Game detail

인지력은 위험을 미리 알아채고 정확히 공격할 수 있게 도와줍니다.또한 투척형 아이템의 피해와 치명타율에 영향을 끼칩니다.인지력 1포인트마다 공격과 주문의 정확도가 +1.5%, 방어구 관통력이 +1.5% 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.시야 +5% 증가
보너스 범위 +5% 증가
치명타율 및 기적 발생률 +5%인지력의 최대값은 30포인트입니다.

Change sources and calculation notes remain to be documented.

PRC
생명력VitalityOfficial description
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Game detail

생명력은 생존력과 지구력을 좌우합니다.생명력 1포인트마다 최대 기력이 +4, 기력 회복률이 +2% 증가합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.최대 체력 +15 증가
방어 수치 회복률 +5% 증가
통제 저항력 +7.5% 증가생명력의 최대값은 30포인트입니다.

Change sources and calculation notes remain to be documented.

Vitality
의지력WillpowerOfficial description
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Game detail

의지력은 곤란한 상황을 더욱 버틸 수 있게 도와줍니다.의지력 1포인트마다 재준비 시간이 -1.5%, 능력 사용 기력이 -1.5% 감소합니다.또한 15, 20, 25, 30포인트마다 다음 효과가 발생합니다.마법력 +7.5% 증가
고통 저항력 +7.5% 증가
인내력 +7.5% 증가의지력의 최대값은 30포인트입니다.

Change sources and calculation notes remain to be documented.

WIL

Combat attributes

주된손 피해Main Hand DamageOfficial description
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Game detail

주된 손에 든 무기로 입힌 피해의 양입니다.

Change sources and calculation notes remain to be documented.

DMG
다른손 피해Off-Hand DamageOfficial description
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Game detail

다른 손에 든 무기로 입힌 피해의 양입니다.

Change sources and calculation notes remain to be documented.

OFFDMG
무기 피해Weapon DamageOfficial description
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Game detail

공격해서 입힌 물리 피해의 변화입니다.

Change sources and calculation notes remain to be documented.

Weapon_Damage
정확도AccuracyMechanics explained
#

Game detail

목표물에게 공격 혹은 사격을 명중시킬 확률입니다.정확도가 100% 이상일 경우 목표물의 회피율이 감소합니다.원거리 무기는 목표물과의 거리에 있는 타일마다 정확도가 -2% 감소합니다.또한 활도 1타일 이내의 목표물에게 발사할 때는 정확도가 -50%, 2타일 이내에서 발사할 때는 -25% 감소합니다.공격 기술은 기본적으로 정확도가 +4% 증가합니다.

Code-reviewed mechanics

How this value works
Attack accuracy roll. Negative target Dodge adds its absolute value to accuracy; for non-negative Dodge, accuracy over 100 reduces the later dodge roll. Passing accuracy still leaves fumble, block and critical branches.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Hit_Chance
치명타율Crit ChanceMechanics explained
#

Game detail

공격을 통해 추가 피해를 입힐 확률로, 무기의 유형에 따라 효과가 추가로 부여되어 강화됩니다.

Code-reviewed mechanics

How this value works
Critical chance input when fumble and other gates permit it. The roll uses critical chance × (1 − target Critical Avoidance ÷ 100). Displayed critical chance is not the final critical rate across all attacks.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
CRT
치명타 효율성Crit EfficiencyOfficial description
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Game detail

치명타로 입힌 추가 피해의 계수입니다.

Change sources and calculation notes remain to be documented.

CRTD
방어 확률Block ChanceMechanics explained
#

Game detail

근접 공격을 방어하여 그 피해의 전부 혹은 일부를 흡수할 확률입니다.
방패를 장착하면 물리적 및 마법적 투사체도 방어할 수 있습니다.

Code-reviewed mechanics

How this value works
The block-chance roll input. Even a successful roll requires at least 1 current Block Power to enter block resolution. Chance and available power are separate values.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
PRR
방어 수치Block PowerMechanics explained
#

Game detail

방어하여 흡수할 수 있는 피해의 현재 및 최대 양입니다.방어 수치는 방어에 성공할 때마다 감소하며, 매 턴마다 회복됩니다.주술 및 자연 피해를 방어할 때는 효과가 33% 감소합니다.기본 방어 수치는 근력에 따라 결정됩니다.

Code-reviewed mechanics

How this value works
Current available Block Power. Block readiness requires at least 1; damage components then share the block reduction. This is not block probability.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Block_Power
방어 수치 회복률Block Power RecoveryOfficial description
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Game detail

매 턴마다 회복되는 방어 수치의 최대 비율입니다.

Change sources and calculation notes remain to be documented.

Block_Recovery
반격률Counter ChanceOfficial description
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Game detail

근접 공격을 당한 뒤에 자유롭게 공격할 수 있는 확률입니다.각 적은 턴마다 1마리씩 계산됩니다.

Change sources and calculation notes remain to be documented.

CTA
회피율Dodge ChanceMechanics explained
#

Game detail

성공한 근접 공격을 가볍게 피해서 실책을 유도하거나, 이미 실패한 공격을 완전히 회피하고 그 피해를 전부 무효화시킬 확률입니다.물리적 및 마법적 투사체에 대해선 회피율이 반감되지만, 회피에 성공하면 그 피해를 전부 무효화시킵니다.회피율이 음수일 경우 적 공격의 정확도가 증가합니다.

Code-reviewed mechanics

How this value works
The target's Dodge input. A non-negative value is rolled as Dodge − max(0, attacker accuracy − 100) after accuracy succeeds; negative Dodge instead raises attack accuracy. A dodge roll can also turn a normal hit into a fumble.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
EVS
실책률Fumble ChanceMechanics explained
#

Game detail

공격 및 사격할 때 반감된 피해를 입힐 확률입니다.
쌍수 무장은 악영향을 끼칩니다.원거리 무기는 목표물과의 거리에 있는 타일마다 실책률이 +2% 증가합니다.공격 및 사격할 때 실수할 경우 기절, 진탕, 넉백, 속박, 경직 및 출혈의 확률이 0이 됩니다.또한 원거리 공격할 때 실수할 경우, 화살 및 쇠뇌살이 목표물을 맞히고 부러질 확률이 증가합니다.공격 기술은 기본적으로 실책률이 -4% 감소합니다.

Code-reviewed mechanics

How this value works
Fumble is rolled independently first. A fumble is not a complete dodge: it has its own damage branch. Accuracy, target Dodge and blocking are separate steps.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
FMB
개봉 및 분해Lock-picking & DisarmingOfficial description
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Game detail

함정이나 자물쇠를 성공적으로 해제 및 개봉할 확률입니다.

Change sources and calculation notes remain to be documented.

Savvy
은신StealthOfficial description
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Game detail

은신 상태의 효용성입니다. [베타 버전에선 사용 불가]

Change sources and calculation notes remain to be documented.

STL
최대 시야Max VisionOfficial description
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Game detail

당신의 최대 시야 범위입니다.

Change sources and calculation notes remain to be documented.

VSN
시야VisionOfficial description
#

Game detail

당신의 현재 시야입니다.어두운 지역에서는 캐릭터가 현재 시야 범위를 벗어나지만 최대 시야 범위 내에 있는 밝아진 타일을 확인할 수 있습니다.

Change sources and calculation notes remain to be documented.

currentVSN
보너스 시야Bonus VisionDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

VSN_Bonus
보너스 범위Bonus RangeOfficial description
#

Game detail

원거리 공격과 특정 주문의 거리 변화입니다.

Change sources and calculation notes remain to be documented.

Bonus_Range
범위RangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Range
범위RangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rng
주된손 효율성Main Hand EfficiencyOfficial description
#

Game detail

손 효율성은 해당 손에 장착한 무기의 공격적 변수에 영향을 끼칩니다.쌍수 무장은 악영향을 끼칩니다.

Change sources and calculation notes remain to be documented.

Mainhand_Efficiency
다른손 효율성Off-Hand EfficiencyOfficial description
#

Game detail

손 효율성은 해당 손에 장착한 무기의 공격적 변수에 영향을 끼칩니다.쌍수 무장은 악영향을 끼칩니다.

Change sources and calculation notes remain to be documented.

Offhand_Efficiency
치명타 회피율Crit AvoidanceMechanics explained
#

Game detail

치명타 공격을 기본 공격으로 전환시켜서 회피할 확률입니다.치명타 회피율이 음수일 경우, 치명타 공격을 받을 가능성이 증가합니다.

Code-reviewed mechanics

How this value works
The target's percentage reduction to the attacker's critical roll. With 20% critical chance and 50% avoidance, this roll's input is 10%; earlier attack conditions must still be met.
What changes it
Character stats, equipment and effects alter the inputs; the target has its own dodge, block and critical avoidance.
Crit_Avoid

Further combat attributes

소음 발생Noise ProducedOfficial description
#

Game detail

당신의 행동으로 발생한 소음의 양입니다.

Change sources and calculation notes remain to be documented.

Noise_Produced
신체 부위 피해Bodypart DamageOfficial description
#

Game detail

적들의 신체 부위에 입힌 보너스 피해입니다.

Change sources and calculation notes remain to be documented.

Bodypart_Damage
방어구 피해Armor DamageOfficial description
#

Game detail

적들의 방어구에 입힌 보너스 피해입니다.

Change sources and calculation notes remain to be documented.

Armor_Damage
방어구 관통력Armor PenetrationMechanics explained
#

Game detail

당신이 적을 공격했을 때 무시하는 방호력의 비율입니다.

Code-reviewed mechanics

How this value works
Armor penetration used by applicable attacks reduces the protection layer's contribution; it does not subtract the same number from target resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Armor_Piercing
주문 정확도Spell AccuracyOfficial description
#

Game detail

투사체 주문이 목표물을 맞추는 기본적인 확률입니다.

Change sources and calculation notes remain to be documented.

Spell_Hit_Chance
주문 방어구 관통력Spell Armor PenetrationMechanics explained
#

Game detail

적이 당신의 주문을 무시하는 방호력 퍼센트입니다.

Code-reviewed mechanics

How this value works
The penetration input used by the spell path, read separately from ordinary armor penetration. It affects protection; nature and magic resistance still follow damage types.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Spell_Armor_Piercing
출혈 확률Bleed ChanceOfficial description
#

Game detail

공격을 명중시킨 뒤에 신체 부위에 출혈을 일으킬 확률입니다.출혈은 시간이 지날수록 피해를 입히며 해당 신체 부위의 상태를 점점 악화시킵니다.

Change sources and calculation notes remain to be documented.

Bleeding_Chance
넉백 확률Knockback ChanceOfficial description
#

Game detail

적을 공격하여 1타일 넉백시키는 확률입니다.넉백당한 적이 밀려난 타일에 이미 누군가가 있을 경우, 분쇄 피해를 입고 확률적으로 1턴 동안 진탕에 걸립니다.

Change sources and calculation notes remain to be documented.

Knockback_Chance
진탕 확률Daze ChanceOfficial description
#

Game detail

공격하여 진탕에 빠트릴 확률입니다.진탕에 걸린 목표물은 능력을 사용할 수 없으며 이동 및 통제 저항력이 감소합니다.

Change sources and calculation notes remain to be documented.

Daze_Chance
기절 확률Stun ChanceOfficial description
#

Game detail

적을 공격하여 기절시킬 확률입니다.기절한 목표물은 항상 자신의 턴을 넘깁니다.

Change sources and calculation notes remain to be documented.

Stun_Chance
속박 확률Immobilization ChanceOfficial description
#

Game detail

적을 공격하여 속박시킬 확률입니다.속박된 목표물은 다른 타일로 이동할 수 없습니다.

Change sources and calculation notes remain to be documented.

Immob_Chance
경직 확률Stagger ChanceOfficial description
#

Game detail

적을 공격하여 경직시킬 확률입니다.경직당한 목표물은 공격 및 방어 계열 능력치가 크게 깎입니다.

Change sources and calculation notes remain to be documented.

Stagger_Chance
이동 저항력Move ResistanceOfficial description
#

Game detail

적의 공격 및 능력에 의한 넉백, 끌기, 속박 및 경직을 피할 확률입니다.

Change sources and calculation notes remain to be documented.

Knockback_Resistance
통제 저항력Control ResistanceOfficial description
#

Game detail

적의 공격 및 능력에 의한 기절, 진탕 및 혼란을 피할 확률입니다.

Change sources and calculation notes remain to be documented.

Stun_Resistance
출혈 저항력Bleed ResistanceOfficial description
#

Game detail

적의 공격 및 능력에 의한 출혈을 피할 확률입니다.

Change sources and calculation notes remain to be documented.

Bleeding_Resistance
주문 사용 기력Spells Energy CostMechanics explained
#

Game detail

주문을 시전할 때 필요한 기력의 계산에 사용되는 변경자입니다.

Code-reviewed mechanics

How this value works
Spells use this class cost percentage, added to the shared ability modifier for cached cost. It does not directly change current Energy; spending occurs during casting.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Spells_Energy_Cost
기술 사용 기력Skills Energy CostMechanics explained
#

Game detail

기술을 사용할 때 필요한 기력의 계산에 사용되는 변경자입니다.

Code-reviewed mechanics

How this value works
Non-spell abilities use this class cost percentage. Cached cost = round(base cost × (skill cost + shared ability modifier) ÷ 100 × ability modifier); category passives can then scale and round again.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Skills_Energy_Cost
능력 사용 기력Abilities Energy CostMechanics explained
#

Game detail

기술 및 주문을 사용할 때 필요한 기력의 계산에 사용되는 계수입니다.최저값: 25%

Code-reviewed mechanics

How this value works
A shared ability-cost modifier. Refresh adds it to the class cost percentage, multiplies base cost and the ability's modifier, then rounds; it is not multiplied as a second independent layer.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Abilities_Energy_Cost
재준비 시간Cooldowns DurationMechanics explained
#

Game detail

모든 능력을 다시 사용할 수 있을 때 필요한 시간의 계산에 사용되는 계수입니다.쌍수 무장은 악영향을 끼칩니다.

Code-reviewed mechanics

How this value works
The code uses this as a cooldown-duration percentage coefficient; increasing it lengthens applicable cooldowns. Refresh subtracts the ability's modifier, applies category passives and rounds. The usual floor is 25% of base cooldown, at least 1 turn; a zero base remains zero.
What changes it
Equipment and effects contribute cost/cooldown modifiers. Ability-specific rules, open passives and cast-time state can change later steps.
Cooldown_Reduction

Damage types

참격 피해Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage
관통 피해Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage
분쇄 피해Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage
파열 피해Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage
빙결 피해Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage
전격 피해Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage
전격 피해Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_DamageF
독성 피해Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage
화염 피해Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage
부식 피해Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage
미지 피해Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage
부정 피해Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage
신성 피해Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage
염력 피해Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage
순수 피해Pure DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage
Entropy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage

Damage resistance

물리 저항력Physical ResistanceMechanics explained
#

Game detail

당신이 받은 (참격, 관통, 타격 및 파열 등의) 모든 물리 피해가 얼마나 감소하는지를 나타냅니다.머리, 가슴, 손, 다리 순서로 표시됩니다.

Code-reviewed mechanics

How this value works
Contributes to the resistance layer for slashing, piercing, blunt and rending components. Each has its own type resistance too; this does not directly reduce Pain, Hunger or Intoxication meters.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Physical_Resistance
자연 저항력Nature ResistanceMechanics explained
#

Game detail

당신이 받은 (화염, 빙결, 전격, 독성 및 부식 등의) 모든 자연 피해가 얼마나 감소하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
Contributes to fire, frost, shock, caustic and poison resistance layers. Poisoning's damage can pass through this layer, while Intoxication gain uses Intoxication Resistance.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Nature_Resistance
주술 저항력Magic ResistanceMechanics explained
#

Game detail

당신이 받은 (미지, ~ur~부정~/~, 신성 및 염력 등의) 모든 주술 피해가 얼마나 감소하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
Contributes to unholy, sacred, psionic and arcane resistance layers. Magic Resistance is separate from Magic Power, armor penetration and damage-taken scaling.
What changes it
Protection, penetration, damage taken and resistance are separate layers. Equipment and effects contribute to them individually.
Magic_Resistance
참격 저항력Slashing ResistanceOfficial description
#

Game detail

당신이 받은 모든 참격 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Slashing_Resistance
관통 저항력Piercing ResistanceOfficial description
#

Game detail

당신이 받은 모든 관통 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Piercing_Resistance
타격 저항력Crushing ResistanceOfficial description
#

Game detail

당신이 받은 모든 분쇄 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Blunt_Resistance
파열 저항력Rending ResistanceOfficial description
#

Game detail

당신이 받은 모든 파열 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Rending_Resistance
화염 저항력Fire ResistanceOfficial description
#

Game detail

당신이 받은 모든 화염 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Fire_Resistance
빙결 저항력Frost ResistanceOfficial description
#

Game detail

당신이 받은 모든 빙결 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Frost_Resistance
전격 저항력Shock ResistanceOfficial description
#

Game detail

당신이 받은 모든 전격 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Shock_Resistance
부식 저항력Caustic ResistanceOfficial description
#

Game detail

당신이 받은 모든 부식 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Caustic_Resistance
독성 저항력Poison ResistanceOfficial description
#

Game detail

당신이 받은 모든 독성 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Poison_Resistance
미지 저항력Arcane ResistanceOfficial description
#

Game detail

당신이 받은 모든 미지 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Arcane_Resistance
부정 저항력Unholy ResistanceOfficial description
#

Game detail

당신이 받은 모든 ~ur~부정 피해~/~가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Unholy_Resistance
신성 저항력Sacred ResistanceOfficial description
#

Game detail

당신이 받은 모든 신성 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Sacred_Resistance
염력 저항력Psionic ResistanceOfficial description
#

Game detail

당신이 받은 모든 염력 피해가 얼마나 감소하는지를 나타냅니다.

Change sources and calculation notes remain to be documented.

Psionic_Resistance
염력 저항력Psionic ResistanceOfficial description
#

Game detail

WIP

Change sources and calculation notes remain to be documented.

Entropic_Resistance

Status and effect attributes

받는 피해Deals DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Pure_Damage_Self
받는 참격 피해Deals Slashing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Slashing_Damage_Self
받는 관통 피해Deals Piercing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Piercing_Damage_Self
받는 분쇄 피해Deals Crushing DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Blunt_Damage_Self
받는 파열 피해Deals Rending DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Rending_Damage_Self
받는 독성 피해Deals Poison DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poison_Damage_Self
받는 화염 피해Deals Fire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Fire_Damage_Self
받는 부식 피해Deals Caustic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Caustic_Damage_Self
받는 빙결 피해Deals Frost DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Frost_Damage_Self
받는 전격 피해Deals Shock DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Shock_Damage_Self
받는 미지 피해Deals Arcane DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Arcane_Damage_Self
받는 부정 피해Deals Unholy DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Unholy_Damage_Self
받는 신성 피해Deals Sacred DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Sacred_Damage_Self
받는 염력 피해Deals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Psionic_Damage_Self
받는 염력 피해Deals Psionic DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Entropic_Damage_Self

Health and survival

고통 최대치Pain LimitMechanics explained
#

Game detail

캐릭터마다 고통의 최대치가 다릅니다.
체력이 낮을수록 고통의 최대치가 높아집니다.

Code-reviewed mechanics

How this value works
Caps where positive Pain gain can push the meter. If Pain already exceeds the limit, the code preserves existing Pain; lowering the limit is not relief.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Limit
공복HungerMechanics explained
#

Game detail

캐릭터의 공복 수준을 나타냅니다.
시간이 지날수록 행동에 따라 증가합니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Hunger meter, with default stages at 25/50/75. The current meter selects one replacement stage; food's direct reduction differs from activity gain entries.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger
고통PainMechanics explained
#

Game detail

캐릭터의 고통 수준을 나타냅니다.
피해와 부상을 입으면 증가합니다.
고통의 최대 레벨은 캐릭터의 체력에 따라 달라집니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A 0–100 Pain meter. Positive gain is reduced by Pain Resistance, then checked against the pain limit; negative relief does not use that resistance discount. Default stage thresholds are 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain
갈증ThirstMechanics explained
#

Game detail

캐릭터의 갈증 수준을 나타냅니다.
시간이 지날수록 행동에 따라 증가합니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
The Thirst meter, with default stages at 25/50/75. Dehydration adds a penalty of 1% of then-current Health capacity every two effect turns; leaving the stage removes that instance's accumulated contribution.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirsty
중독IntoxicationMechanics explained
#

Game detail

캐릭터의 중독 수준을 나타냅니다.
보통 술과 약 및 특정한 약초와 약물에 딸려오는 효과입니다.(25 + threshold bonus)%, (50 + threshold bonus)% 및 (75 + threshold bonus)%에 도달하면 약화 효과가 발생합니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Wild Hunt bonus

Intoxication does not receive Austerity's 5 points. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; thresholds are 28%, 53%, 78%.

Code-reviewed mechanics

How this value works
The Intoxication meter, separate from Poisoning and poison damage. Positive inputs are reduced by Intoxication Resistance; the meter is capped at 100. Default stages begin at 25/50/75.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Intoxication
면역력ImmunityMechanics explained
#

Game detail

여러 질병에 저항하는 능력입니다.
또한 중독의 기본적인 회복률에 영향을 끼칩니다.

Code-reviewed mechanics

How this value works
Natural Intoxication clearance starts at 0.002 × Immunity × immunity influence; Adaptability can multiply it by 1.5. Clearance is capped to pending Intoxication and also consumes Immunity. This is not a switch granting immunity to every debuff.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Immunity
면역력 변화율Immunity ChangeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Immunity_Change
사기MoraleMechanics explained
#

Game detail

캐릭터가 전투 및 인내하려는 의욕입니다.이 값은 다양한 요인에 따라 결정됩니다.상황 (current Situation Morale% / 50%) - 전투 및 탐험에서의 승리나 실패, 특정한 효과 및 소모품에 의한 영향
식사 (current Diet Morale% / 35%) - 다양한 고품질 식사의 주기적인 섭취
휴식 (current Rest Morale% / 15%) - 주기적이고 충분한 수면 및 수면의 품질사기가 50% 이하로 내려갈 경우, 부정적 정신 상태가 됩니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Morale = Situation + Temporary + Diet + Rest Morale

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%. Temporary Morale also contributes, although the official card lists only the other three components.

Example: Situation 30, Temporary −5, Diet 20, Rest 10 → Morale 55%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Morale ranges from 0 to 50%; Diet Morale ranges from 0 to 35%; Rest Morale ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum. Total Morale also includes Temporary Morale.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale
이성SanityMechanics explained
#

Game detail

캐릭터가 명확한 현실 감각을 유지하는 능력입니다.이 값은 다양한 요인에 따라 결정됩니다.상황 (current Situation Sanity% / 50%) - 부정한 마법과 거기서 나온 혐오물과의 접촉, 머리 부상, 주문 시전의 결과, 특정한 효과 및 소모품에 의한 영향
생활 (current Lifestyle Sanity% / 35%) - 계약 완료, 소식 및 소문 습득, 기도, 요리, 제작 등 사회적 상호 작용 및 유흥
휴식 (current Rest Sanity% / 15%) - 주기적이고 충분한 수면 및 수면의 품질이성이 50% 이하로 내려갈 경우, 부정적 정신 상태가 됩니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Calculating the total

Sanity = Situation + Lifestyle + Rest Sanity

Clamp the components first, sum them, round to the nearest integer, then clamp the total to 0–100%.

Example: Situation 30, Lifestyle 20, Rest 10 → Sanity 60%.

Current components in the card

Displayed value = round(current component)

These are the character's recorded percentages: Situation Sanity ranges from 0 to 50%; Lifestyle Sanity ranges from 0 to 35%; Rest Sanity ranges from 0 to 15%. Rounding these three individually before summing can differ by 1 from rounding their sum.

Code-reviewed mechanics

Components and bounds
Components are summed and the total is clamped to 0–100. Restoring one component does not refill the others.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity
상황 사기Situational MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleSituational
일시적 사기Temporary MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A Morale component rebuilt from temporary stat sources. Psyche checking resets it to the current accumulated contribution, then clears that pending sum. It differs from the independent diet/rest component bounds.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleTemporary
식사 사기Diet MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleDiet
수면 사기Sleep MoraleMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
MoraleRest
상황 이성Situational SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–50, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanitySituational
생활 이성Lifestyle SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–35, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityLifestyle
수면 이성Sleep SanityMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

Component bounds
This component is separately clamped to 0–15, then added to the total. It is not an independent meter that can be filled to 100.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
SanityRest
고통 변화율Pain ChangeMechanics explained
#

Game detail

고통이 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn input to Pain processing. Positive values gain Pain through resistance/limit checks; negative values relieve it. It is stored separately from the meter and resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Change
중독 변화율Intoxication ChangeMechanics explained
#

Game detail

중독이 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn Intoxication input. Timed Poisoning registers +1 and Vomiting −4; positive and negative inputs then follow Intoxication processing.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Change
공복 변화율Hunger ChangeMechanics explained
#

Game detail

공복이 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn Hunger input in meter percentage points, not a percentage of current Hunger. Applicable resistance and passive checks still affect the actual gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Change
갈증 변화율Thirst ChangeMechanics explained
#

Game detail

갈증이 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn Thirst input in meter percentage points. Thirst processing checks Asceticism's 0.9 multiplier; it does not read Hunger Resistance here.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Thirst_Change
상황 이성 변화율Sit. Sanity ChangeMechanics explained
#

Game detail

이성이 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn input to situational Sanity. The pending input is cleared after processing; component and total bounds still apply.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Sanity_Change
상황 사기 변화율Sit. Morale ChangeMechanics explained
#

Game detail

사기가 턴마다 얼마나 변화하는지를 나타냅니다.

Code-reviewed mechanics

How this value works
A per-turn input to situational Morale, rather than a direct addition to the total. Psyche checking clears this pending input after applying it.
What changes it
Combat, Health ratio, diet, sleep and effects act on different mental components; temporary Morale is rebuilt from its effects.
Morale_Change
피로FatigueMechanics explained
#

Game detail

당신의 캐릭터가 지친 수준입니다.다른 타일로 이동하거나 방어, 회피, 능력 사용 등 다양한 행동을 수행하여 증가했습니다.
주문은 기술보다 더 많은 피로를 발생시킵니다.피로 수치만큼 최대 기력 한도가 0.5% 감소합니다.(25 + threshold bonus)%, (50 + threshold bonus)%, (75 + threshold bonus)%에 도달할 때마다 약화 효과가 발생합니다.

The card uses expressions or variable names for character values that have not been substituted. Calculations and examples are below.

Value formulas

Three effect thresholds

First = 25% + bonus; second = 50% + bonus; third = 75% + bonus

The bonus is in percentage points. The reached threshold selects the effect stage; it is separate from gain resistance and the Pain cap.

With no relevant bonuses, the thresholds are 25%, 50% and 75%.

Threshold bonus sources

Bonus = Austerity bonus + Wild Hunt bonus

Open Austerity adds 5 percentage points; otherwise 0. Wild Hunt adds floor(Level × 0.33); without the trait it adds 0.

Example: Level 10 Wild Hunt adds floor(10 × 0.33) = 3; with Austerity too, thresholds are 33%, 58%, 83%.

Code-reviewed mechanics

How this value works
A Fatigue meter clamped to 0–100. It selects fatigue stages and limits Energy recovery; direct changes differ from action-based gain.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue
피로 저항력Fatigue ResistanceMechanics explained
#

Game detail

피로 획득률에 영향을 끼칩니다.

Code-reviewed mechanics

How this value works
Acts as resistance in action fatigue: action input × 100 ÷ Energy capacity × (100 − this stat) ÷ 100. Negative values increase gain; direct changes bypass this scaling.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Gain
피로 변화율Fatigue ChangeMechanics explained
#

Game detail

This official entry has no written description.

Code-reviewed mechanics

How this value works
A direct per-turn Fatigue input, without additional capacity or fatigue-resistance scaling. Rest's −0.01 therefore totals −1 over 100 eligible turns.
What changes it
Activity, effects, rest and sleep affect fatigue. Direct changes are distinct from gain entries scaled by Energy conditions.
Fatigue_Change
고통 저항력Pain ResistanceMechanics explained
#

Game detail

고통 발생률을 변화시킵니다.

Code-reviewed mechanics

How this value works
Reduces positive Pain gain in the applicable entry: gain × (1 − resistance ÷ 100). It neither lowers existing Pain directly nor stabilizes injuries.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Pain_Resistance
공복 저항력Hunger ResistanceMechanics explained
#

Game detail

공복 발생률을 변화시킵니다.

Code-reviewed mechanics

How this value works
Reduces positive gain in the Hunger gain entry. That entry also checks Asceticism's additional 0.9 multiplier; negative Hunger reduction is not discounted as gain.
What changes it
Food/drink directly changes the meters. Movement, damage, rest and sleep use separate gain channels; temporary effects can register per-turn changes.
Hunger_Resistance
중독 저항력Intoxication ResistanceMechanics explained
#

Game detail

중독 발생률을 변화시킵니다.

Code-reviewed mechanics

How this value works
Reduces positive Intoxication gain: gain × (1 − resistance ÷ 100). Negative clearance is not discounted; this is separate from poison damage resistance.
What changes it
Injuries, medicines, alcohol and effects change pain and intoxication through separate entries. Passive intoxication clearance also reads and consumes Immunity.
Toxicity_Resistance
증상 없음No symptomsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

maladiesPlaceholder
부상 치료Injury TreatmentDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Condition
구역질 확률Nausea ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Nausea_Chance
중독 확률Poisoning ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Poisoning_Chance

Magic

마법력Magic PowerOfficial description
#

Game detail

공격력과 대다수 주문의 효율성을 변화시킵니다.또한, 공격해서 입힌 주술 및 자연 피해에도 영향을 줍니다.

Change sources and calculation notes remain to be documented.

Magic_Power
역효과 피해Backfire DamageOfficial description
#

Game detail

주문을 잘못 시전한 캐릭터가 입는 피해의 양입니다.해당 유형에 따라 잘못 시전한 주문의 소모 기력만큼 피해를 받습니다.다음 행동에 영향을 받을 수 있습니다.주문을 시전할 때마다 +30% 증가
턴을 넘길 때마다 -10% 감소
같은 타일에 머무르면 -10% 감소

Change sources and calculation notes remain to be documented.

Backfire_Damage
역효과 피해Backfire DamageDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Backfire_Damage_Int
역효과 피해 변화율Backfire Damage ChangeOfficial description
#

Game detail

Backfire_Damage_Change

Change sources and calculation notes remain to be documented.

Backfire_Damage_Change
기적 발생률Miracle ChanceOfficial description
#

Game detail

치명적인 주문을 시전할 확률로, 그 효과를 강화시킵니다.

Change sources and calculation notes remain to be documented.

Miracle_Chance
기적 효력Miracle PotencyOfficial description
#

Game detail

치명적인 주문이 추가로 효과를 입히는 계수입니다.

Change sources and calculation notes remain to be documented.

Miracle_Power
역효과 발생률Backfire ChanceOfficial description
#

Game detail

주문을 시전할 때 실수할 확률로, 역효과를 일으킵니다.역효과가 발생한 주문은 시전자에게 해당하는 유형의 피해를 입히고, 더 많은 피로를 발생시키며, 이성에 약화 효과를 입힙니다.

Change sources and calculation notes remain to be documented.

Miscast_Chance
화염 마법력Pyromantic PowerOfficial description
#

Game detail

모든 화염 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Pyromantic_Power
대지 마법력Geomantic PowerOfficial description
#

Game detail

모든 대지 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Geomantic_Power
독성 마법력Venomantic PowerOfficial description
#

Game detail

모든 독성 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Venomantic_Power
빙결 마법력Cryomantic PowerOfficial description
#

Game detail

모든 빙결 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Cryomantic_Power
전격 마법력Electromantic PowerOfficial description
#

Game detail

모든 전격 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Electromantic_Power
미지 마법력Arcanistic PowerOfficial description
#

Game detail

모든 미지 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Arcanistic_Power
점성 마법력Astromantic PowerOfficial description
#

Game detail

모든 점성 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Astromantic_Power
염력 마법력Psimantic PowerOfficial description
#

Game detail

모든 염력 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Psimantic_Power
시간 마법력Chronomantic PowerOfficial description
#

Game detail

모든 시간 마법 주문의 효력을 나타냅니다.

Change sources and calculation notes remain to be documented.

Chronomantic_Power

Other attributes

머리HeadDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Head
가슴TorsoDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Torso
손HandsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Hands
다리LegsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Legs
방어구 내구도Armor DurabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_Durability
전의Will to FightDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Enemy_Morale
유효 기간Expiration TimeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Spoiling_Duration
식사 효과 지속 시간Dish Effects DurationDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_Effects_Duration

Trade values

거래 호감도Trade FavorabilityDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Trade_Favorability
재고량Stocks SizeDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Stock_Size
소지금Available GoldDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_Amount
재고 보충 빈도Restocks FrequencyDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Settlement_Restock
수리비Repair PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Repair_Prices
음식 구입 가격Food Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_BP_Mod
음료 구입 가격Beverages Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_BP_Mod
주류 구입 가격Alcohol Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_BP_Mod
의약품 구입 가격Medicine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_BP_Mod
무기 구입 가격Weapons Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_BP_Mod
방어구 구입 가격Armor Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_BP_Mod
귀금속 구입 가격Jewelry Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_BP_Mod
귀중품 구입 가격Valuables Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_BP_Mod
약물 구입 가격Drugs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_BP_Mod
두루마리 구입 가격Scrolls Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Scroll_BP_Mod
잡동사니 구입 가격Junk Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Junk_BP_Mod
재료 구입 가격Ingredients Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_BP_Mod
유물 구입 가격Artifacts Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treasure_BP_Mod
논문 구입 가격Treatises Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_BP_Mod
생필품 구입 가격Commodities Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_BP_Mod
서적 구입 가격Books Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Book_BP_Mod
자재 구입 가격Materials Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_BP_Mod
도구 구입 가격Tools Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_BP_Mod
가방 구입 가격Bags Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Bag_BP_Mod
첨가물 구입 가격Additives Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Additive_BP_Mod
탄약 구입 가격Ammunition Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_BP_Mod
금 구입 가격Gold Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_BP_Mod
은 구입 가격Silver Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_BP_Mod
금속 구입 가격Metal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_BP_Mod
가죽 구입 가격Leather Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_BP_Mod
의류 구입 가격Cloth Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_BP_Mod
목재 구입 가격Wood Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_BP_Mod
보석 구입 가격Gems Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_BP_Mod
약초 구입 가격Herbs Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Herb_BP_Mod
곡물 자루 구입 가격Sacks of Grain Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wheat_BP
숯 상자 구입 가격Crates of Charcoal Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Coal_BP
소금 자루 구입 가격Sacks of Salt Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Salt_BP
목재 화물 구입 가격Shipments of Timber Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Timber_BP
맥주 통 구입 가격Barrels of Beer Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ale_BP
포도주 상자 구입 가격Crates of Wine Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wine_BP
사과주 통 구입 가격Pails of Cider Buying PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cider_BP
음식 판매 가격Food Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Food_SP_Mod
음료 판매 가격Beverages Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Beverage_SP_Mod
주류 판매 가격Alcohol Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Alcohol_SP_Mod
의약품 판매 가격Medicine Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Medicine_SP_Mod
무기 판매 가격Weapons Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Weapon_SP_Mod
방어구 판매 가격Armor Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Armor_SP_Mod
귀금속 판매 가격Jewelry Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Jewelry_SP_Mod
귀중품 판매 가격Valuables Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Valuable_SP_Mod
약물 판매 가격Drugs Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Drug_SP_Mod
재료 판매 가격Ingredients Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ingredient_SP_Mod
논문 판매 가격Treatises Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Treatise_SP_Mod
생필품 판매 가격Commodities Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Commodity_SP_Mod
자재 판매 가격Materials Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Material_SP_Mod
도구 판매 가격Tools Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Tool_SP_Mod
탄약 판매 가격Ammunition Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ammo_SP_Mod
금 판매 가격Gold Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gold_SP_Mod
은 판매 가격Silver Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Silver_SP_Mod
금속 판매 가격Metal Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Metal_SP_Mod
가죽 판매 가격Leather Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Leather_SP_Mod
의류 판매 가격Cloth Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Cloth_SP_Mod
목재 판매 가격Wood Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Wood_SP_Mod
보석 판매 가격Gems Selling PricesDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Gem_SP_Mod

Contract values

지역 황폐화 수준Area WildernessDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Area_Wilderness
습격 확률Ambush ChanceDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Ambush_Chance
획득하는 명성Reputation GainOfficial description
#

Game detail

모든 방법으로 획득한 명성의 계수입니다.

Change sources and calculation notes remain to be documented.

ReputationGainGlobal
의뢰로 획득하는 명성Contracts Reputation GainDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain
의뢰로 획득하는 명성 (성채)Contracts Reputation Gain (Bastion)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Bastion
의뢰로 획득하는 명성 (지하실)Contracts Reputation Gain (Crypt)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Crypt
의뢰로 획득하는 명성 (카타콤)Contracts Reputation Gain (Catacombs)Description needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Reputation_Gain_Catacombs
이용 가능한 의뢰Available ContractsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Availability
의뢰 시간 제한Contracts Time LimitDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Contract_Deadline
Errand RewardsErrands RewardsDescription needed
#

Game detail

This official entry has no written description.

Change sources and calculation notes remain to be documented.

Errand_Reward_Modifier

출처

게임 버전 0.9.4.25

  1. Same-release official attribute and effect name/description tables
  2. Same-release restoration, stat recalculation, attack and effect processing; explanations reviewed per entry
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